Test and attempt implementing logarithmic depth buffer

Issue #83 resolved
Riot created an issue

If applicable, then test reducing overlap gaps for roads over terrain

Comments (7)

  1. Riot reporter

    switching logarithmic depth buffer to be per-vertex rather than per-fragment for considerable speedup, at the cost of potential accuracy with camera-crossing polygons - re #83

    → <<cset 8288c678e497>>

  2. Log in to comment